Lasse Öörni
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59ef9323ae
Calculate terrain detail texture coordinate in vertex shader so that it works better on mobile devices.
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11 anos atrás |
Lasse Öörni
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6bfcc28010
Allow a pass to be marked as SM3-only, so that rendering limitations can be defined as data-driven instead of hardcoding in the engine. Moved specular disable for SM2 shadowed pointlight from code to shaders. Mention in the documentation that some materials may be too complex for SM2 and dynamic shadows.
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11 anos atrás |
Lasse Öörni
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1418fb7e83
Changed the SM2.0 tradeoffs to allow 4-sample shadow mapping and to verify that shaders again work on GPU's without hardware shadow compare (eg. Radeon 9800.) Removed unnecessary shader code & simplified the LitSolid & light volume shaders.
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11 anos atrás |
Lasse Öörni
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c3425334a3
Switch forward light calculations back to world space instead of tangent space to avoid light attenuation bugs when TBN matrix is not orthogonal. Shader code becomes simpler and more similar between forward and deferred, and number of vertex shader variations is reduced, but disadvantage is a more complex pixel shader which requires disabling expensive features on SM2.0 to avoid exceeding the arithmetic instruction limit. Fix cube mapped point light displaying the cube map upside down. Closes #276.
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11 anos atrás |
primitivewaste
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d4fb9a9450
Add Zone height fog support, HeightFog shader option and techniques.
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12 anos atrás |
Lasse Öörni
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7c61b098bf
Fixed forward lit spotlight shadows on OpenGL.
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13 anos atrás |
Lasse Öörni
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196c2158b8
Cleaned up diffuse lighting shader code.
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13 anos atrás |
Lasse Öörni
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e0a0b184e6
Shadow code cleanup in shaders.
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13 anos atrás |
Lasse Öörni
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30c21a3789
Added terrain blend shader and terrain example.
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13 anos atrás |